Addon Details

Watch - Add Favorite


ExtendedEvents ScreenShot

3 out of 3 users claim this version works for them.
Does this version work for you?
93
w00ts
w00t!2

ExtendedEvents - Version 4

posted on 2007-11-02 17:40:58
Led by SuperDave
Collaborators: EmbouT ojii



Description

Allows easy creation of custom events. Requires only ES 2.0.0.248c+ [color=red]The [b]player_ping[/b] event has been fixed since this release. See the bottom of this page for the fixed version.[/color] Options:[syntax="es"]// ExtendedEvents release 4 options // ./addons/eventscripts/extendedevents/extendedevents.cfg // http://addons.eventscripts.com/addons/view/extendedevents // Load this addon with: es_load extendedevents // ***** Tick option ***** // Number of ticks between ExtendedEvents updates extendedevents_tickstoupdate 16 // Lower numbers mean higher event accuracy but more CPU usage--1 minimum. // ***** Event options ***** // Use the following server command to load individual extended events: // extendedevents_load -"name"- // Place your extendedevents_load commands below: // Uncomment the following extendedevents_load commands as desired: // extendedevents_load addon_action // addon_action // - Fires when an addon is loaded, unloaded, enabled, or disabled // NOTE: addon_action does not fire for addons that are reloaded (es_reload) // event_var(name) - Name of the addon performing the action // event_var(action) - Action performed ("LOAD", "UNLOAD", "ENABLE", "DISABLE") // event_var(type) - Type of addon performing the action ("TXT", "PY") // extendedevents_load player_capturearea // DoDS only // player_capturearea // - Fires when a player enters or exits a capture area // Special thanks to Ojii for this event! // event_var(userid) - Userid of the player who entered a capture area // event_var(action) - Action performed ("ENTER", "EXIT") // event_var(entityindex) - Entity index of capture area entered (0 if area exited) // dod_flag_captured // - Fires when a flag is captured // Special thanks to EmbouT for this event! // event_var(cp) - Valve-assigned control point index // event_var(cpname) - Control point name // event_var(cappers) - String of players who captured the flag separated with a comma // event_var(bomb) - 1 if bomb exploded else 0 // extendedevents_load player_dod // DoDS only // player_mgdeploy // - Fires when a player deploys or retracts his or her MG // event_var(userid) - Userid of the player who deployed or retracted the MG // event_var(state) - State of MG ("DEPLOY", "RETRACT") // player_prone // - Fires when a player goes prone or stands from being prone // event_var(userid) - Userid of the player who change prone status // event_var(state) - Prone status ("ENTER", "EXIT") // player_sprint // - Fires when a player starts or stops sprinting // event_var(userid) - Userid of the player who started or stopped sprinting // event_var(state) - State of player sprint ("START", "STOP") // player_stamina // - Fires when a player's stamina changes // event_var(userid) - Userid of the player whose stamina changed // event_var(newvalue) - New stamina value // event_var(oldvalue) - Old stamina value // event_var(change) - Change in stamina value // player_stun // - Fires when a player's stunned alpha or duration changes // event_var(userid) - Userid of player whose stunned alpha or duration changed. // event_var(duration) - Duration of stun // event_var(alpha) - Alpha value of stun // player_unstun // - Fires when a player's stunned duration expires or stunned alpha or duration is reset to 0 // event_var(userid) - Userid of the player who is no longer stunned // extendedevents_load player_drop // player_activeweapon // - Fires when a player changes active (equipped) weapons // event_var(userid) - Userid of the player who changed weapons // event_var(weapon) - Weapon the player changed to // event_var(old_weapon) - Weapon the player changed from // player_drop // - Fires when a player uses the drop command to drop a weapon // event_var(userid) - Userid of the player who used the drop command // event_var(weapon) - Weapon the player dropped // event_var(index) - Index of the weapon the player dropped // extendedevents_load player_duck // player_duck // - Fires when a player ducks // event_var(userid) - Userid of the player who ducked // player_unduck // - Fires when a player stands up after ducking // event_var(userid) - Userid of the player who stopped ducking // extendedevents_load player_flag // map_end // - Fires when the map ends // NONE: This event only fires when at least one player is connected to the server // No event variables accompany this event. // player_air // - Fires when a player is in the air (from jumping, falling, etc.) // event_var(userid) - Userid of the player who is in the air // player_flag // - Fires when a player's flag changes // event_var(userid) - Userid of the player who changed flags // event_var(flag) - Flag number (0 to 31--see below) // event_var(state) - State of the flag ("ON", "OFF") // player_land // - Fires when a player lands on the ground after being in the air (jumping, falling, etc.) // event_var(userid) - Userid of the player who landed on the ground // extendedevents_load player_flashed // CSS only // player_flashed // - Fires when a player's flash alpha or duration changes // event_var(userid) - Userid of the player who was blinded // event_var(attacker) - Userid of the player who flashbanged the blind player (if applicable) // event_var(alpha) - Alpha intensity of flash // event_var(duration) - Duration of flash // player_unflashed // - Fires when a player's flash delay expires or the flash alpha or duration is set to 0 // NOTE: This assumes host_timescale is 1 // event_var(userid) - Userid of the player who is no longer blinded // extendedevents_load player_health // player_health // - Fires when a player's health changes // event_var(userid) - Userid of the player who changed health // event_var(old_health) - Old amount of health // event_var(change_health) - Amount of health the player received (negative for health taken) // extendedevents_load player_jump // DoDS only // player_jump // Thanks to EmbouT for submitting this event! // - Fires when a player jumps // event_var(userid) - Userid of the player who jumped // extendedevents_load player_money // CSS only // player_money // - Fires when a player's money changes // event_var(userid) - Userid of the player who changed money // event_var(amount) - Amount of money the player now has // event_var(old_amount) - Old amount of money // event_var(change_amount) - Amount of money the player received (negative for money taken) // weapon_purchase // - Fires when a player purchases a weapon // event_var(userid) - Userid of the player who purchased a weapon // event_var(weapon) - Weapon purchased (omitting "weapon_" prefix) // event_var(cost) - Cost of weapon // event_var(index) - Index of weapon // extendedevents_load player_move // player_move // - Fires when a player moves on the x-, y-, or z-axis // event_var(userid) - Userid of the player who moved // event_var(x) - Distance the player moved on the x-axis // event_var(y) - Distance the player moved on the y-axis // event_var(z) - Distance the player moved on the z-axis // extendedevents_load player_nightvision // CSS only // player_nightvision // - Fires when a player toggles his or her night vision goggles // event_var(userid) - Userid of the player who toggled his or her night vision // event_var(state) - State of the player's night vision ("ON", "OFF") // extendedevents_load player_ping // CSS, DoDS, HL2DM, TF2 only // player_ping // - Fires when a player's ping changes // event_var(userid) - Userid of the player whose ping changed // event_var(ping) - New ping of player // extendedevents_load player_water // player_water // - Fires when a player's water state changes // event_var(userid) - Userid of the player whose water state changed // event_var(state) - 0 = not in the water, 1 = water below the waist, 2 = water above waist and head above water, 3 = under water // extendedevents_load player_zone // CSS only // player_bombzone // - Fires when a player enters or exits a bomb zone // event_var(userid) - Userid of the player who entered or exited a bomb zone // event_var(action) - Action performed ("ENTER", "EXIT") // event_var(site) - Bombsite entered or exited ("A", "B", "UNKNOWN") // player_buyzone // - Fires when a player enters or exits a buy zone // event_var(userid) - Userid of the player who entered or exited a buy zone // event_var(action) - Action performed ("ENTER", "EXIT") // player_rescuezone // - Fires when a player enters or exits a hostage rescue zone // event_var(userid) - Userid of the player who entered or exited a rescue zone // event_var(action) - Action performed ("ENTER", "EXIT") // If you want to create custom events an example event can be found at: // ./addons/eventscripts/extendedevents/events/example_event.py // Each event also provides event_var(es_steamid), event_var(es_username), and all the other event_vars that accompany // event_var(userid). More information can be found here: http://www.eventscripts.com/pages/Extended_event_variables // Individual extended events can be unloaded with the following server command: // extendedevents_unload -"name"- // Due to the fact events can be added and removed above, this command will not be used by most users // ***** Tick usage information ***** // Most ExtendedEvents events work by monitoring certain information such as player or entity properties. That information is // updated every few gameframes ("ticks") as dictated by the extendedevents_tickstoupdate variable. ExtendedEvents attempts to // ease the burden updating places on the server by staggering event updates. // A full output of tick usage can be obtained with the following server command: // extendedevents_tickusage [count=1000] // NOTE: This command requires players to be connected to the server for accurate usage information. However, while usage information // is being compiled the server will be unresponsive likely resulting in connected players being dropped. When possible it is // recommended to use this command when only bots are connected to the server. // Usage information is compiled by timing the execution of event updates. The "count" parameter (optional) dictates how many times // each event will be updated for timing purposes. Higher count numbers mean more accuracy but more time required to determine // tick usage. The default value is 1000. // When reading the tick usage output higher numbers mean more server burden. // ***** Flag values ***** // Below are the flag numbers and the corresponding flags for player_flag: // NOTE: Some flags do not apply to players // 0 -- FL_ONGROUND // 1 -- FL_DUCKING // 2 -- FL_WATERJUMP // 3 -- FL_ONTRAIN // 4 -- FL_INRAIN // 5 -- FL_FROZEN // 6 -- FL_ATCONTROLS // 7 -- FL_CLIENT // 8 -- FL_FAKECLIENT // 9 -- FL_INWATER // 10 -- FL_FLY // 11 -- FL_SWIM // 12 -- FL_CONVEYOR // 13 -- FL_NPC // 14 -- FL_GODMODE // 15 -- FL_NOTARGET // 16 -- FL_AIMTARGET // 17 -- FL_PARTIALGROUND // 18 -- FL_STATICPROP // 19 -- FL_GRAPHED // 20 -- FL_GRENADE // 21 -- FL_STEPMOVEMENT // 22 -- FL_DONTTOUCH // 23 -- FL_BASEVELOCITY // 24 -- FL_WORLDBRUSH // 25 -- FL_OBJECT // 26 -- FL_KILLME // 27 -- FL_ONFIRE // 28 -- FL_DISSOLVING // 29 -- FL_TRANSRAGDOLL // 30 -- FL_UNBLOCKABLE_BY_PLAYER[/syntax] [size=18][color=blue][b]Events fixed since release:[/b][/color][/size][list][*][b][url=http://forums.mattie.info/cs/forums/viewtopic.php?p=241566#241566]player_ping[/url][/b][/list] [size=18][color=blue][b]Custom events:[/b][/color][/size][list][*][b][url=http://forums.mattie.info/cs/forums/viewtopic.php?p=238767#238767]dod_item_pickup[/url][/b] (DoD:S only) *[b]item_pickup[/b] - Fires when a player picks up an item (new entity) *[b]tnt_pickup[/b] - Fired when a player picks up tnt [*][b][url=http://forums.mattie.info/cs/forums/viewtopic.php?p=239439#239439]dod_grenade_detonate[/url][/b] (DoD:S only) *[b]dod_grenade_detonate[/b] - Fires when a grenade detonades [*][b][url=http://forums.mattie.info/cs/forums/viewtopic.php?p=206726#206726]player_skin[/url][/b] *[b]player_skin[/b] - Fires when a player changes skin (model) [*][b][url=http://forums.eventscripts.com/viewtopic.php?p=361042#p361042]player_swin[/url][/b] *[b]player_swim[/b] - Fires when the player is swimming[/list] [size=18][color=blue][b]Related event addons:[/b][/color][/size][list][*][b][url=http://addons.eventscripts.com/addons/view/dod_flag_manager]dod_flag_manager[/url][/b][/list] Please see the forum link below if you have questions or comments.

Installation

Install with:[syntax="es"]es_install extendedevents[/syntax]Load once for [b]extendedevents.cfg[/b] to appear:[syntax="es"]es_load extendedevents[/syntax]Configure your options in [b]extendedevents.cfg[/b] and then reload the addon.

Version Notes For 4

Updated on: 2008-08-25 21:43:40 EST by SuperDave (View Zip Contents)
- Updated so administrators can customize which events are loaded to control server burden. - Updated to allow custom events.

( Previous Versions )